12,261 research outputs found

    Parametric Surfaces for Augmented Architecture representation

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    Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D modelā€™s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation

    Reflectance Transformation Imaging (RTI) System for Ancient Documentary Artefacts

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    This tutorial summarises our uses of reflectance transformation imaging in archaeological contexts. It introduces the UK AHRC funded project reflectance Transformation Imaging for Anciant Documentary Artefacts and demonstrates imaging methodologies

    A new protocol for texture mapping process and 2d representation of rupestrian architecture

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    The development of the survey techniques for architecture and archaeology requires a general review in the methods used for the representation of numerical data. The possibilities offered by data processing allow to find new paths for studying issues connected to the drawing discipline. The research project aimed at experimenting different approaches for the representation of the rupestrian architecture and the texture mapping process. The nature of the rupestrian architecture does not allow a traditional representation of sections and projections of edges and outlines. The paper presents a method, the Equidistant Multiple Sections (EMS), inspired by cartography and based on the use of isohipses generated from different geometric plane. A specific paragraph is dedicated to the texture mapping process for unstructured surface models. One of the main difficulty in the image projection consists in the recognition of homologous points between image and point cloud, above all in the areas with most deformations. With the aid of the ā€œvirtual scanā€ tool a different procedure was developed for improving the correspondences of the image. The result show a sensible improvement of the entire process above all for the architectural vaults. A detailed study concerned the unfolding of the straight line surfaces; the barrel vault of the analyzed chapel has been unfolded for observing the paintings in the real shapes out of the morphological context

    3D scanning of cultural heritage with consumer depth cameras

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    Three dimensional reconstruction of cultural heritage objects is an expensive and time-consuming process. Recent consumer real-time depth acquisition devices, like Microsoft Kinect, allow very fast and simple acquisition of 3D views. However 3D scanning with such devices is a challenging task due to the limited accuracy and reliability of the acquired data. This paper introduces a 3D reconstruction pipeline suited to use consumer depth cameras as hand-held scanners for cultural heritage objects. Several new contributions have been made to achieve this result. They include an ad-hoc filtering scheme that exploits the model of the error on the acquired data and a novel algorithm for the extraction of salient points exploiting both depth and color data. Then the salient points are used within a modified version of the ICP algorithm that exploits both geometry and color distances to precisely align the views even when geometry information is not sufficient to constrain the registration. The proposed method, although applicable to generic scenes, has been tuned to the acquisition of sculptures and in this connection its performance is rather interesting as the experimental results indicate

    A Novel Framework for Highlight Reflectance Transformation Imaging

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    We propose a novel pipeline and related software tools for processing the multi-light image collections (MLICs) acquired in different application contexts to obtain shape and appearance information of captured surfaces, as well as to derive compact relightable representations of them. Our pipeline extends the popular Highlight Reflectance Transformation Imaging (H-RTI) framework, which is widely used in the Cultural Heritage domain. We support, in particular, perspective camera modeling, per-pixel interpolated light direction estimation, as well as light normalization correcting vignetting and uneven non-directional illumination. Furthermore, we propose two novel easy-to-use software tools to simplify all processing steps. The tools, in addition to support easy processing and encoding of pixel data, implement a variety of visualizations, as well as multiple reflectance-model-fitting options. Experimental tests on synthetic and real-world MLICs demonstrate the usefulness of the novel algorithmic framework and the potential benefits of the proposed tools for end-user applications.Terms: "European Union (EU)" & "Horizon 2020" / Action: H2020-EU.3.6.3. - Reflective societies - cultural heritage and European identity / Acronym: Scan4Reco / Grant number: 665091DSURF project (PRIN 2015) funded by the Italian Ministry of University and ResearchSardinian Regional Authorities under projects VIGEC and Vis&VideoLa

    Digital technologies for virtual recomposition : the case study of Serpotta stuccoes

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    The matter that lies beneath the smooth and shining surface of stuccoes of the Serpotta family, who used to work in Sicily from 1670 to 1730, has been thoroughly studied in previous papers, disclosing the deep, even if empirical, knowledge of materials science that guided the artists in creating their master- works. In this work the attention is focused on the solid perspective and on the scenographic sculpture by Giacomo Serpotta, who is acknowledged as the leading exponent of the School. The study deals with some particular works of the artist, the so-called "teatrini" (Toy Theater), made by him for the San Lorenzo Oratory in Palermo. On the basis of archive documents and previous analogical photogrammetric plotting, integrated with digital solutions and methodologies of computer- based technologies, the study investigates and interprets the geometric-formal genesis of the examined works of art, until the prototyping of the whole scenic apparatus.peer-reviewe

    From ā€Sapienzaā€ to ā€œSapienza, State Archives in Romeā€. A looping effect bringing back to the original source communication and culture by innovative and low cost 3D surveying, imaging systems and GIS applications

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    Applicazione di tecnologie mensorie integrate Low Cost,web GIS,applicazione di tecniche di Computational photography per la comunicazione e condivisione dei dati, sistemi di Cloud computing.Archiviazione Grandi DatiHigh Quality survey models, realized by multiple Low Cost methods and technologies, as a container to sharing Cultural and Archival Heritage, this is the aim guiding our research, here described in its primary applications. The SAPIENZA building, a XVI century masterpiece that represented the first unified headquarters of University in Rome, plays since year 1936, when the University moved to its newly edified campus, the role of the main venue for the State Archives. By the collaboration of a group of students of the Architecture Faculty, some integrated survey methods were applied on the monument with success. The beginning was the topographic survey, creating a reference on ground and along the monument for the upcoming applications, a GNNS RTK survey followed georeferencing points on the internal courtyard. Dense stereo matching photogrammetry is nowadays an accepted method for generating 3D survey models, accurate and scalable; it often substitutes 3D laser scanning for its low cost, so that it became our choice. Some 360Ā°shots were planned for creating panoramic views of the double portico from the courtyard, plus additional single shots of some lateral spans and of pillars facing the court, as a single operation with a double finality: to create linked panotours with hotspots to web-linked databases, and 3D textured and georeferenced surface models, allowing to study the harmonic proportions of the classical architectural order. The use of free web Gis platforms, to load the work in Google Earth and the realization of low cost 3D prototypes of some representative parts, has been even performed

    Digitally interpreting traditional folk crafts

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    The cultural heritage preservation requires that objects persist throughout time to continue to communicate an intended meaning. The necessity of computer-based preservation and interpretation of traditional folk crafts is validated by the decreasing number of masters, fading technologies, and crafts losing economic ground. We present a long-term applied research project on the development of a mathematical basis, software tools, and technology for application of desktop or personal fabrication using compact, cheap, and environmentally friendly fabrication devices, including '3D printers', in traditional crafts. We illustrate the properties of this new modeling and fabrication system using several case studies involving the digital capture of traditional objects and craft patterns, which we also reuse in modern designs. The test application areas for the development are traditional crafts from different cultural backgrounds, namely Japanese lacquer ware and Norwegian carvings. Our project includes modeling existing artifacts, Web presentations of the models, automation of the models fabrication, and the experimental manufacturing of new designs and forms

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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